Fixed monsters seeing players during intermissions

This commit is contained in:
BjossiAlfreds 2023-04-26 01:40:13 +00:00
parent cbc0fa522d
commit 544c0e383a

View file

@ -541,12 +541,10 @@ qboolean FindTarget (edict_t *self)
else
{
client = level.sight_client;
if (!client)
return false; // no clients to get mad at
}
// if the entity went away, forget it
if (!client->inuse)
if (!client || !client->inuse || (client->client && level.intermissiontime))
return false;
if (client == self->enemy)
@ -907,10 +905,36 @@ Decides if we're going to attack or do something else
used by ai_run and ai_stand
=============
*/
static qboolean hesDeadJim (const edict_t *self)
{
const edict_t *enemy = self->enemy;
if (!enemy || !enemy->inuse)
{
return true;
}
if (self->monsterinfo.aiflags & AI_MEDIC)
{
return (enemy->health > 0);
}
if (enemy->client && level.intermissiontime)
{
return true;
}
if (self->monsterinfo.aiflags & AI_BRUTAL)
{
return (enemy->health <= -80);
}
return (enemy->health <= 0);
}
qboolean ai_checkattack (edict_t *self, float dist)
{
vec3_t temp;
qboolean hesDeadJim;
if (!self)
{
@ -950,37 +974,11 @@ qboolean ai_checkattack (edict_t *self, float dist)
enemy_vis = false;
// see if the enemy is dead
hesDeadJim = false;
if ((!self->enemy) || (!self->enemy->inuse))
{
hesDeadJim = true;
}
else if (self->monsterinfo.aiflags & AI_MEDIC)
{
if (self->enemy->health > 0)
{
hesDeadJim = true;
self->monsterinfo.aiflags &= ~AI_MEDIC;
}
}
else
{
if (self->monsterinfo.aiflags & AI_BRUTAL)
{
if (self->enemy->health <= -80)
hesDeadJim = true;
}
else
{
if (self->enemy->health <= 0)
hesDeadJim = true;
}
}
if (hesDeadJim)
if (hesDeadJim (self))
{
self->enemy = NULL;
// FIXME: look all around for other targets
self->monsterinfo.aiflags &= ~AI_MEDIC;
if (self->oldenemy && self->oldenemy->health > 0)
{
self->enemy = self->oldenemy;